I’ve been playing around with minimal surfaces thanks to some pretty basic software. It’s a little tedious to use but is still very fun to experiment with. This model is unaltered other than a solidify and subdivision modifier.

This design is based on a very primitive shape, duplicated, and doubles removed. Its fluid form only takes shape when the surface is subdivided. Also shown here is yet another surface texturing experiment

A gyroid is an infinitely connected triply periodic minimal surface (as defined by wikipedia). They’re also really easy to make and look really cool too. I was inspired to model one after having seen several versions on shapeways. They are simply a repeating minimal surface primitive, stacked on top of each other. This particular version … Continue reading →

Same ‘3 sided’ mobius knot as posted below. This one wrapping in and around itself, forming a sudo flower shaped design. The texture is something i was experimenting with. May work better on models with a more consistent subdivision of the mesh.

Three sided twisted torus with a spherical cast modifier. I’ve been looking into doing more Jewelry like designs in that they may look quite good 3D printed at small scales. A little something with that ‘metal gloss’ finish.

I’m starting a little something new, less to do with creating forms, and more to with deforming forms to create something unique. In this experiment i’ve started with a twisted torus and removed faces. Here the emphasis was placed on the glossy surface, hopefully pulling the design closer to reality.

I’ve been messing around with node editing in a new addon call Sverchok. Similar to Grashopper for Rhino. Quite powerful, but has a steep learning curve. It’s powerful in that through node editing I can create my own modifiers, refine and select mesh for alteration more easily, and ultimately have a more unique design, in … Continue reading →

Trilobites are an extinct arthropod species having existed hundred of millions of years ago. There are thousands of different fossil varieties that have be unearthed, many of which have had the rock painstakingly removed from around their bodies. I’ve been wanting to make one for ages. I’d always imagined it as a movable exoskeleton, something … Continue reading →

I managed to work out how to create a sphere. A simple function. This was an important milestone for me as a lot of my past work has used a sphere as a primitive block to begin modelling with. My seed for example was an Ico-sphere. x=cos(u)*cos(v) y=sin(v) z=sin(u)*cos(v) u= -pi/2 / +pi/2 v= -pi … Continue reading →

I find this experiment interesting in two ways, the first being that I’ve set out to remove the surface of the object and translate it into a series of thin lines to define surface curvature. I believe it does a better job of this compared with my solid surfaces. The second being that the introduction … Continue reading →

Another test, similar, but this time introducing a bevel, removing faces and the a sub-surf modifier. I found a clever way of modifying forms with only a few vertices too. This shape was built with only 12 vertices, each of which are free to move while keeping the stack of modifiers intact. After I rendered … Continue reading →

Some messing around with Modifiers in Blender. In the order of Skinning edges, Scaling vertices, Subsurf, Decimate and Triangulate. The Form’s pretty stupid. Felt like making a tree. The Skin feature is a very interesting feature I believe I will get a lot of use out of.

I started a Shapeways Shop! Time to start cranking out those 3D prints! I made this design in 2011. I had done quite a few experiments with 3D Modelling techniques to get to this point with this model. None of which I’ve documented. Some of which I’ve forgotten, (well at least the exact process I … Continue reading →

Short design experiments investigating 3D modeling, organic form, math functions and digital fabrication. This body of work serves as an experimental foundation in the development of design ideas for 3D printing and digital fabrication.